const BUFFER_SIZE=1000;
const shader=`
@group(0) @binding(0)
var<storage,read_write> output: array<f32>;

@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id:vec3u,
    @builtin(local_invocation_id) local_id:vec3u){
    if(global_id.x>=${BUFFER_SIZE}){
        return;
    }
    output[global_id.x]=f32(global_id.x)*1000.+f32(local_id.x);
}
`

export {shader,BUFFER_SIZE}